webgl added
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101
src/main.rs
101
src/main.rs
@ -1,4 +1,104 @@
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/*use std::fmt::write;
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use osmpbf::*;
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*/
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use yew::prelude::*;
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#[function_component]
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fn App() -> Html {
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let counter = use_state(|| 0);
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let onclick = {
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let counter = counter.clone();
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move |_| {
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let value = *counter + 1;
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counter.set(value);
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}
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};
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html! {
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<div>
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<button {onclick}>{ "+1" }</button>
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<p>{ *counter }</p>
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</div>
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}
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}
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fn main() {
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yew::Render::<App>::new().render();
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}
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/*
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const fn compileLinkProgram(vs: *const u8, vs_len: usize, fs: *const u8, fs_len: usize) -> i32 {
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let test_val: i32 = 1;
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test_val
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}
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const fn bind2DFloat32Data(data: *const f32, data_len: usize) -> i32 {
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let test_val: i32 = 1;
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test_val
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}
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pub fn glBindVertexArray(vao: i32) {
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println!("glBindVertexArray");
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}
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pub fn glClearColor(r: f32, g: f32, b: f32, a:f32) {
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println!("Clear Color");
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}
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pub fn glClear(mask: i32) {
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println!("Clear");
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}
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pub fn glUseProgram(program: i32) {
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println!("Using Program");
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}
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pub fn glDrawArrays(mode: i32, first: i32, last:i32) {
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println!("Draw Arrays");
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}
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const COLOR_BUFFER_BIT: i32 = 16384;
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const TRIANGLE_STRIP: i32 = 5;
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pub fn run() {
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const VS_SOURCE: &str = "attribute vec4 aVertexPosition; \
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void main() { \
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gl_Position = aVertexPosition; \
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} \
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;";
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const FS_SOURCE: &str = "void main() { \
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gl_FragColor = vec4(1.0, 1.0, 1.0, 1.0); \
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} \
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";
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const POSITIONS: [f32; 8] = [0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5];
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const PROGRAM: i32 = compileLinkProgram(VS_SOURCE.as_ptr(), VS_SOURCE.len(), FS_SOURCE.as_ptr(), FS_SOURCE.len());
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const VAO: i32 = bind2DFloat32Data(POSITIONS.as_ptr(), POSITIONS.len());
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glBindVertexArray(VAO);
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// Set clear color to black, fully opaqe
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glClearColor(0.0, 0.0, 0.0, 1.0);
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// Clear the color buffer with specified clear color
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glClear(COLOR_BUFFER_BIT);
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glUseProgram(PROGRAM);
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{
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const offset = 0;
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cconst fn bind2DFloat32Data(data: *const f32, data_len: usize) -> i32 {
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let test_val: i32 = 1;
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test_val
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}
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const POSITIONS: [f32; 8] = [0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5];
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const PROGRAM: i32 = compileLinkProgram(VS_SOURCE.as_ptr(), VS_SOURCE.len(), FS_SOURCE.as_ptr(), FS_SOURCE.len());
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const VAO: i32 = bind2DFloat32Data(POSITIONS, POSITIONS.len());onst vertexCount = 4;
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gl.drawArrays(gl.TRIANGLE_STRIP, offset, vertexCount);
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}
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}
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fn main() {
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let reader = ElementReader::from_path(
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@ -27,3 +127,4 @@ fn main() {
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}
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}
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}
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*/
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